In-game interaction method and apparatus, electronic device, and readable storage medium

By introducing top view angle and fog coverage effects in virtual games, limiting the skill release position, the problem of the monotonous method of existing skill release is solved, and the game playability and user experience is improved.

WO2025148649A1PCT designated stage expired Publication Date: 2025-07-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/140727
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-12
Filing Date
2024-12-19
Publication Date
2025-07-17

AI Technical Summary

Technical Problem

The method of skill release in existing virtual games is monotonous, resulting in poor playability and reducing user gaming experience.

Method used

Introduce a top view angle in the game scene, switch the view angle by triggering the operation, select the release position and release the skill, combine the fog coverage effect and the preset fog removal area to limit the skill release position.

Benefits of technology

It improves the playability of virtual games, improves the user's gaming experience, and increases the challenge and strategic nature of skill release.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An in-game interaction method and apparatus, an electronic device, and a computer-readable storage medium. The method comprises: displaying at least part of a game scene and a first virtual character which is in the game scene (S201); in response to a trigger operation for a first skill, displaying the game scene in top-down view (S202); in response to a selection operation for a first position in the game scene displayed in top-down view, determining the first position as a release position of the first skill (S203); and in response to a release operation for the first skill, releasing the first skill at the release position (S204). The method improves the playability of virtual games, thereby improving the user gaming experience.
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Description

Interaction method, device, electronic device and readable storage medium in game

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202410052465.5, filed on January 12, 2024, entitled “Interactive method, device, electronic device and readable storage medium in games”, the entire contents of which are incorporated by reference into this disclosure. Technical Field

[0003] The present disclosure relates to the field of computer technology, and in particular to a method, device, electronic device, and computer-readable storage medium for interaction in a game. Background Art

[0004] Currently, in virtual games, releasing skills is usually done by players clicking on the operation controls corresponding to the skills. This method of releasing skills is too monotonous and has poor playability, which in turn reduces the user's gaming experience. Summary of the Invention

[0005] The present disclosure provides a method, device, electronic device, and computer-readable storage medium for in-game interaction, which can release skills from a bird's-eye view, improve the playability of virtual games, and thus enhance the user's gaming experience. The specific solution is as follows:

[0006] In a first aspect, an embodiment of the present disclosure provides an interactive method in a game, the method comprising:

[0007] Displaying at least a portion of a game scene and a first virtual character in the game scene;

[0008] In response to a triggering operation for the first skill, displaying the game scene from a bird's-eye view;

[0009] In response to a selection operation of a first position of the game scene displayed from a top-down perspective, determining the first position as a release position for the first skill;

[0010] In response to a release operation for the first skill, the first skill is released at the release position.

[0011] In a second aspect, an embodiment of the present disclosure provides an interactive device in a game, the device comprising:

[0012] A first display unit is configured to display at least a portion of a game scene and a first virtual character in the game scene;

[0013] a second display unit configured to display the game scene from a top-down perspective in response to a triggering operation on the first skill;

[0014] a determining unit configured to, in response to a selection operation of a first position of the game scene displayed from a top-down perspective, determine the first position as a release position for the first skill;

[0015] The third display unit is configured to release the first skill at the release position in response to a release operation on the first skill.

[0016] In a third aspect, the present disclosure further provides an electronic device, comprising:

[0017] processor; and

[0018] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect is executed.

[0019] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect.

[0020] Compared with the related art, the present disclosure has the following advantages:

[0021] The interactive method in the game provided by the embodiment of the present disclosure includes: displaying at least a part of the game scene and a first virtual character in the game scene; in response to a trigger operation for a first skill, displaying the game scene from a bird's-eye view; in response to a selection operation for displaying a first position of the game scene from a bird's-eye view, determining the first position as a release position for the first skill; and in response to a release operation for the first skill, releasing the first skill at the release position.

[0022] It can be seen that the interactive method in the game provided by the embodiment of the present disclosure, after the triggering operation is performed on the first skill, displays the game scene in a bird's-eye view, so that the player can release the first skill from a bird's-eye view. Specifically, the first position can be selected in the game scene displayed from a bird's-eye view, and used as the release position of the first skill. In this way, after the release operation is triggered for the first skill, the first skill can be successfully released at the release position. The solution provided by the present disclosure can release skills from a bird's-eye view, thereby improving the playability of the virtual game and thus enhancing the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] FIG1 is a system architecture diagram of an interactive method in a game provided by an embodiment of the present disclosure;

[0024] FIG2 is a flow chart of an interactive method in a game provided by an embodiment of the present disclosure;

[0025] FIG3-a is a schematic diagram of an example of a first-person perspective provided in an interactive method in a game provided by an embodiment of the present disclosure;

[0026] FIG3-b is a schematic diagram of an example of a third-person perspective provided in the interactive method in the game provided by an embodiment of the present disclosure;

[0027] FIG3-c is a schematic diagram of an example of a top-down perspective provided in the interactive method in a game provided by an embodiment of the present disclosure;

[0028] FIG4 is a schematic diagram of an interface operation for performing a top-down perspective switching operation in an interactive method in a game provided by an embodiment of the present disclosure;

[0029] FIG5 is a comparative diagram of an example of an interactive method in a game provided by an embodiment of the present disclosure with and without a fog covering effect;

[0030] FIG6 is a schematic diagram of an example of a fog clearing area in an interactive method in a game provided by an embodiment of the present disclosure;

[0031] FIG7 is a schematic diagram of an example of selecting a release position for a first skill in an interactive method in a game provided by an embodiment of the present disclosure;

[0032] FIG8 is a schematic diagram of an example of a display scene model in the related art provided in the interactive method in the game provided by an embodiment of the present disclosure;

[0033] FIG9 is a schematic diagram of an example of a virtual character being displayed through a wall from a first-person perspective in an interactive method in a game provided by an embodiment of the present disclosure;

[0034] FIG10 is a schematic diagram of an example of a two-dimensional screen corresponding to the game scene displayed from a top-down perspective in the interactive method in the game provided by an embodiment of the present disclosure;

[0035] FIG11 is a structural block diagram of an example of an interactive device in a game provided by an embodiment of the present disclosure;

[0036] FIG12 is a structural block diagram of an example of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0037] The following description sets forth many specific details to facilitate a full understanding of the present disclosure. However, the present disclosure can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present disclosure. Therefore, the present disclosure is not limited to the specific implementations disclosed below.

[0038] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present disclosure are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0039] Before describing the embodiments of the present disclosure in detail, related concepts are first introduced.

[0040] 1. Game software application products: Game software application products refer to applications developed based on game application requirements. Game types may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.

[0041] In the disclosed embodiment, the game software application product (hereinafter referred to as virtual game) is a three-dimensional (3D) game application, which can specifically be any one of the applications such as multiplayer online battle arena games (Moba), multiplayer online role-playing games (MMORPG), etc.

[0042] 2. Virtual Characters: Virtual characters refer to characters that do not exist in real life, including fictional characters in at least one creative work, such as television series, movies, comics, and games. Virtual characters can be user-controlled characters or non-player characters (NPCs) that are not controlled by the user. Non-player characters can guide users in gameplay and interact with the user-controlled virtual characters.

[0043] In an embodiment of the present disclosure, a user can use a terminal device to operate a virtual character in a virtual game scene to perform game behaviors, which include but are not limited to: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending.

[0044] 3. Server: A server is a server device that provides computing, storage and other functions to the client. It can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0045] In the embodiment of the present disclosure, the server is a device that provides computing, storage and other functions in virtual games for terminal devices.

[0046] 4. Terminal Device: A terminal device is any device with computing hardware capable of supporting and executing applications. Terminal devices include, but are not limited to, desktop computers, laptops, mobile phones, tablets, servers, etc.

[0047] In the embodiment of the present disclosure, the terminal device can support and execute any one of the applications such as multiplayer online tactical competitive games, multiplayer online role-playing games, etc.

[0048] The terminal device may have one or more multi-touch screens for sensing and obtaining user input through touch or sliding operations performed at multiple points on one or more touch-sensitive display screens. The terminal may also be connected to a keyboard and / or mouse and / or game controller, etc., so that the user can perform interface operations through the keyboard and / or mouse and / or game controller.

[0049] 5. Network: A network is a data link that connects various workstations or hosts together using physical links. The network can use standard communication technologies and / or protocols. The network can be the Internet, but can also be any network, including but not limited to a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a wired or wireless network, a private network, or any combination of a virtual private network. In some embodiments, technologies and / or formats including hypertext markup language (HTML) and extensible markup language (XML) are used to represent data exchanged over the network. In addition, conventional encryption technologies such as secure socket layer (SSL), transport layer security (TLS), virtual private network (VPN), and internet protocol security (IPsec) can be used to encrypt all or some links.

[0050] Based on the above reasons, in order to be able to release skills from a bird's-eye view, improve the playability of virtual games, and thus enhance the user's gaming experience, the first embodiment of the present disclosure provides an in-game interaction method, which is applied to electronic devices. The electronic devices can be desktop computers, laptops, mobile phones, tablets, servers, terminal devices, etc., or other electronic devices capable of game marking, which are not specifically limited in the embodiments of the present disclosure.

[0051] Before introducing the interactive method in the game provided by the present disclosure, the system architecture of the interactive method in the game provided by an embodiment of the present disclosure is first introduced with reference to FIG1 .

[0052] As shown in Figure 1, the system architecture of the in-game interaction method provided by the embodiments of the present disclosure includes a terminal device 101 and a server 102. The terminal device 101 communicates and exchanges data with the server 102 via a network 103. The terminal device 101 may include multiple terminals, and the server may include multiple physical machines. When the system architecture includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers may be connected to each other via different networks.

[0053] In one embodiment of the present disclosure, the interactive method in the game can be run on a local client device or a server. When the interactive method in the game is run on the server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0054] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile client, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0055] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0056] In one possible implementation, an embodiment of the present disclosure provides an in-game interaction method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.

[0057] The following describes the interactive method in the game provided by the embodiment of the present disclosure in conjunction with Figures 2 to 10.

[0058] As shown in FIG2 , the interactive method in the game provided by the present disclosure includes the following steps S201 to S204 .

[0059] Step S201: display at least a portion of a game scene and a first virtual character in the game scene.

[0060] Step S201 is used to display a game screen of a virtual game in a graphical user interface of a terminal controlling a first virtual character, where the game screen includes at least a portion of a game scene and the first virtual character in the game scene.

[0061] It should be noted that, in addition to displaying the first virtual character in the game scene, the graphical user interface of the terminal controlling the first virtual character in the present disclosure may also display virtual characters controlled by other terminals, and may also display non-player characters (NPC, Non-Player Character) that are not controlled by the user. The present disclosure does not specifically limit this.

[0062] The game scene may be a part of the game scene corresponding to the virtual game, or may be the entire game scene corresponding to the virtual game. The game scene provides a virtual space for the virtual character to perform game behaviors.

[0063] Interaction method step S202 in the game: in response to a triggering operation for the first skill, displaying the game scene from a bird's-eye view.

[0064] Step S202 is used to switch the game perspective for the first skill, switching the normal perspective to a bird's-eye view. It can be understood that the game perspective in a virtual game can generally include a first-person perspective and a third-person perspective.

[0065] The first-person perspective refers to the user's subjective perspective, simulating the visuals of the user in a virtual game. In the first-person perspective, the user cannot see the virtual character they are controlling, or can only see a small part of the virtual character, such as the hands. The third-person perspective refers to the perspective of a third person. In the third-person perspective, the user can see the virtual character they are controlling.

[0066] The top-down perspective in the present disclosure may be a type of perspective in a third-person perspective.

[0067] The following is an introduction to the game perspective through Figure 3-a, Figure 3-b, and Figure 3-c:

[0068] As shown in Figure 3-a, it is a schematic diagram of an example of a first-person perspective provided in the interaction method in the game provided by an embodiment of the present disclosure. The game screen presented by this perspective may include the hands, arm parts, and / or weapon parts of the virtual character 2, as well as the virtual character 1.

[0069] As shown in Figure 3-b, it is a schematic diagram of an example of a third-person perspective provided in the interactive method in the game provided by the embodiment of the present disclosure. It can be seen that the third-person perspective is a perspective of viewing the game scene from behind the virtual character 3. The game screen presented by this perspective can include virtual character 3 and virtual character 4.

[0070] As shown in Figure 3-c, it is a schematic diagram of an example of a bird's-eye view provided in the interactive method in the game provided by the embodiment of the present disclosure. The bird's-eye view is also called the referee's view or the commander's view. The game screen presented by the bird's-eye view is a shot obtained by shooting the game scene from above the game scene with a virtual camera.

[0071] It can be understood that a virtual camera is set up in the virtual game. The virtual camera refers to the hypothetical camera in the software of the electronic device. It is a tool for expressing the viewpoint in a three-dimensional virtual environment. During the game, the displayed game screen is the picture taken by the virtual camera. Different game screens can be provided by moving the virtual camera.

[0072] In this disclosure, the skill that can be triggered in step S202 can be any skill in the virtual game, or a specific skill within the virtual game. In specific embodiments, the first skill can be triggered using one or more of a control, voice, a sliding gesture, a keyboard, a mouse, etc. For example, the first skill can be triggered using a control to select the first skill and a control to switch the top-down perspective, thereby switching the game perspective to a top-down perspective.

[0073] As shown in FIG4 , it is an interface operation diagram of an example of switching an overhead perspective in the interactive method in the game provided by the embodiment of the present disclosure. FIG4 includes interface 4-a, interface 4-b, and interface 4-c. As shown in interface 4-a, the user operating the first virtual character triggers the selection control of skill 1. Thereafter, as shown in interface 4-b, the graphical user interface displays a switching control "Flyview" for switching the current head-up perspective to a head-down perspective. The user operating the first virtual character triggers the switching control "Flyview" for the head-down perspective. Thereafter, as shown in interface 4-c, the head-up perspective illustrated in interface 4-b is switched to the head-down perspective illustrated in interface 4-c.

[0074] It can be understood that the game perspective is usually a head-on perspective. Step S202 can successfully switch the current game perspective to a top-down perspective by triggering the first skill, providing a basis for subsequently releasing the first skill in a top-down perspective.

[0075] Step S203: In response to a selection operation on a first position of the game scene displayed from a bird's-eye view, the first position is determined as a release position for the first skill.

[0076] Step S203 is used to select a release position for releasing the first skill from the game scene displayed from a top-down perspective.

[0077] In an optional embodiment, any location in the game scene displayed from a top-down perspective can be used as the first location. The selection operation for the first location can be triggered by clicking or long-pressing the first location with a mouse. The click operation can be a single-click operation or a double-click operation. The selection operation for the first location can also be triggered by a keyboard shortcut key. The selection operation for the first location can also be triggered by touching a touch-sensitive screen. The present disclosure does not specifically limit the triggering of the selection operation for the first location.

[0078] In another optional implementation, the first position may be a position in a target area in the game scene displayed from a top-down perspective, and the target area will be described in detail in subsequent embodiments of the present disclosure.

[0079] Step S204: In response to the release operation for the first skill, release the first skill at the release position.

[0080] Step S204 is used to release the first skill at the selected first position.

[0081] Similarly, the release operation of the first skill can be triggered by one or more of a control, voice, sliding gesture, keyboard, mouse, etc. After the release operation is triggered for the first skill, the skill can be released based on the first position selected in step S203, so that a screen for releasing the first skill at the first position is displayed in the graphical user interface of the terminal controlling the first virtual character.

[0082] In an optional embodiment, when the game scene is presented in a bird's-eye view, the present disclosure can also trigger a perspective return operation for the bird's-eye view, thereby switching the game scene currently presented in a bird's-eye view to the game perspective before the triggering operation for the first skill in step S202 to present the game screen.

[0083] Specifically, the perspective return operation can be triggered through the above-mentioned bird's-eye view switching control, or through a shortcut key. For example, in actual application, the shortcut key "Esc" can be used to exit the current bird's-eye view and return to the previous view.

[0084] The interactive method in the game provided by the embodiment of the present disclosure includes: displaying at least a portion of the game scene and a first virtual character in the game scene; in response to a trigger operation for a first skill, displaying the game scene from a bird's-eye view; in response to a selection operation for displaying a first position of the game scene from a bird's-eye view, determining the first position as a release position for the first skill; and in response to a release operation for the first skill, releasing the first skill at the release position.

[0085] It can be seen that the interactive method in the game provided by the embodiment of the present disclosure, after the triggering operation is performed on the first skill, displays the game scene in a bird's-eye view, so that the player can release the first skill from a bird's-eye view. Specifically, the first position can be selected in the game scene displayed from a bird's-eye view, and used as the release position of the first skill. In this way, after the release operation is triggered for the first skill, the first skill can be successfully released at the release position. The solution provided by the present disclosure can release skills from a bird's-eye view, thereby improving the playability of the virtual game and thus enhancing the user's gaming experience.

[0086] It should be noted that with the continuous development of gaming technology, virtual games have introduced more and more novel gameplay methods. Currently, the ability for users to unleash skills from a bird's-eye view in virtual games has received widespread attention. However, the threshold for using skill unleashing from a bird's-eye view is too low, and there are no requirements for the user's gaming skills. Users can control their virtual characters to move to a safer position in the game scene and then unleash skills on other virtual characters in the game scene. In addition, from a bird's-eye view, users can unleash skills without distance restrictions. Users can unleash skills on other virtual characters on the same floor as the controlled virtual character, as well as on locations on different floors. This makes the user essentially "invincible" from a bird's-eye view. Over time, this will cause virtual games to lose their playability, and users will be unable to improve their gaming skills, thereby reducing their gaming experience.

[0087] In an optional implementation, at least a portion of the game scene displayed in step S201 of the present disclosure may have a fog covering effect.

[0088] The fog covering effect in this disclosure refers to covering the game scene with a layer of "fog" so that the user cannot intuitively view the game scene with the fog covering effect. In a specific embodiment, the fog covering effect can be achieved by adding a dimming effect to the game scene. In this way, in terms of visual presentation, the game scene with the fog covering effect can be displayed as dimming. It should be noted that in this disclosure, the game scene with the fog covering effect is not completely invisible visually, but the scene details of the game scene are blocked by the fog.

[0089] As shown in Figure 5, it is a comparative schematic diagram of an example of an interactive method in a game provided by an embodiment of the present disclosure with and without a fog covering effect. The area framed by the white dotted line in Figure 5 is the area without the fog covering effect, and the area outside the white dotted line in Figure 5 is the area with the fog covering effect. It can be seen that the difference between the area with the fog covering effect and the area without the fog covering effect is that the area with the fog covering effect displays a dark light effect as a whole, and the area without the fog covering effect displays a bright light effect as a whole. In terms of visual presentation, the area with the fog covering effect looks like there is no light on in the dark, while the area without the fog covering effect looks like the light is on and illuminated by the light in the dark. It should be noted that the white dotted line in Figure 5 is a dividing line used to facilitate the comparison between the area with the fog covering effect and the area without the fog covering effect. In actual applications, the white dotted line shown in Figure 5 does not exist in the screen on the graphical user interface presented on the terminal device. The embodiment of the present disclosure may also include the following steps:

[0090] According to the triggering operation for the first skill, a fog clearing area is determined for the first virtual character, and a fog covering effect corresponding to the fog clearing area is cleared.

[0091] When switching the game perspective to a top-down perspective, first determine the area of ​​the game screen where the fog cover effect will be cleared.

[0092] When displaying a game scene from a bird's-eye view, a fog-clearing area can be determined for the first virtual character. In the present disclosure, this can specifically be determined as an area within a certain range around the first virtual character, or as a preset fog-clearing area. For example, the area where the first virtual character interacts most frequently with other virtual characters in the game scene can be determined as the preset fog-clearing area.

[0093] In a specific embodiment, the fog clearing area can be circular, rectangular, or irregular in shape. The present disclosure does not specifically limit the shape of the fog clearing area.

[0094] In addition, the first position in the present disclosure may be a position in the fog clearing area after the fog covering effect is cleared, that is, the target area is the fog clearing area in the game scene displayed from a bird's-eye view after the fog covering effect is cleared.

[0095] After determining the fog clearing area, the fog covering effect in the fog clearing area can be cleared, providing a basis for releasing skills in the fog clearing area.

[0096] Specifically, after the fog-clearing area is determined, the fog covering effect corresponding to the fog-clearing area is removed, and the fog-clearing area after the fog covering effect is removed is displayed. In actual applications, if the fog covering effect is a layer of dark light effect superimposed on the game scene, the dark light effect corresponding to the determined fog-clearing area can be removed so that the fog-clearing area appears in the game screen in the form of bright light.

[0097] It should be noted that, in an optional embodiment, the present disclosure disables the location selection operation for areas with a foggy effect. Therefore, locations within a foggy area cannot be determined as skill release locations, and, consequently, skill release cannot be performed within a foggy area. In this way, by setting a foggy effect for the game scene, the intensity of skill release from a bird's-eye view is balanced, limiting the release of skills from a bird's-eye view and increasing the playability of the virtual game.

[0098] Through this step, when the triggering operation is performed for the first skill, after the game screen is switched to display the game scene in a bird's-eye view, a fog-clearing area in which the fog covering effect can be cleared can be determined from the game scene with the fog covering effect, so that the first virtual character can release the first skill based on the fog-clearing area. The interactive method in the game provided by the embodiment of the present disclosure first displays a game scene with a fog covering effect. After the bird's-eye view switching operation is triggered for the first skill, the game scene is displayed in a bird's-eye view, and the fog covering effect in the fog-clearing area determined for the first virtual character is cleared. In this way, the player can release the first skill in a bird's-eye view, so that the fog-clearing area without the fog covering effect and other areas with the fog covering effect other than the fog-clearing area are displayed in the game scene displayed in the bird's-eye view. In this way, a position can be selected in the fog-clearing area to release the first skill, thereby avoiding the skill release at any position in the game scene in a bird's-eye view. In this way, by setting a fog covering effect for the game scene and clearing the fog covering effect for some areas, users can choose the location to release skills from the limited fog clearing area from a bird's-eye view, which restricts the release of skills from a bird's-eye view, increases the playability of the virtual game, and thus enhances the user's gaming experience.

[0099] In an optional embodiment, the step of “determining a fog-clearing area for the first virtual character” may include the following steps:

[0100] Determine a first area with the first virtual character as the center and a first preset distance as the radius;

[0101] The first area is identified as the fog clearing area.

[0102] In an optional specific embodiment, when the terminal controlling the first virtual character is in a situation where the game scene is displayed from a bird's-eye view, the virtual character belonging to the same camp as the first virtual character can always be displayed in the graphical user interface of the terminal controlling the first virtual character, regardless of whether it is in an area with a fog covering effect. That is, the game scene displayed from a bird's-eye view can also include a second virtual character in the same camp as the first virtual character.

[0103] Therefore, after the first skill is triggered, the in-game interaction method provided by the embodiment of the present disclosure may further include the following steps:

[0104] Displaying a second virtual character in the game scene according to a triggering operation for the first skill, where the second virtual character is in the same camp as the first virtual character;

[0105] Currently, in a head-on perspective, the first virtual character can usually only release skills in an area near the first virtual character. In the present disclosure, in order to increase the playability and novelty in a top-down perspective, the first virtual character can release skills in an area near the first virtual character and in an area near virtual characters belonging to the same camp as the first virtual character in a top-down perspective.

[0106] Since the release of skills in a bird's-eye view needs to be performed in a fog-clearing area, in the present disclosure, the area near the first virtual character and the area near virtual characters belonging to the same camp as the first virtual character can be determined as the fog-clearing area.

[0107] Therefore, the step of “determining the fog-clearing area for the first virtual character” can be implemented in the following manner:

[0108] Determine a second area with the second virtual character as the center and a second preset distance as the radius;

[0109] The second area is identified as the fog clearing area.

[0110] It should be noted that the removal of fog effects in the fog-clearing area disclosed herein may be invisible to enemy avatars. Specifically, after the fog is cleared in the determined fog-clearing area, the cleared fog-clearing area may be displayed only on the terminal controlling the first avatar, or may be displayed simultaneously on the terminal controlling the first avatar and the terminal controlling the second avatar. The cleared fog-clearing area may not be displayed on the terminal controlling an avatar belonging to a different faction than the first avatar.

[0111] In practical applications, the second preset distance may also be 0. When the second preset distance is 0, it indicates that the area near the corresponding second virtual character cannot clear the fog covering effect.

[0112] In an optional embodiment, a preset fog-clearing strategy can be set for skills that can be released by switching to a top-down perspective. The preset fog-clearing strategy can include one of a first strategy preset for characters and a second strategy preset for skills. The first strategy preset for characters can set fog-clearing ranges corresponding to different character types, while the second strategy preset for skills can set fog-clearing ranges corresponding to different skills, the skill user, and the virtual characters of the skill user's teammates.

[0113] Therefore, the first distance can be determined as follows:

[0114] In a case where the preset fog clearing strategy is the first strategy, determining the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy as the first preset distance;

[0115] When the preset fog clearing strategy is the second strategy, the fog clearing radius corresponding to the skill-using object using the first skill indicated by the second strategy is determined as the first preset distance.

[0116] Accordingly, the second distance can be determined as follows:

[0117] When the preset fog clearing strategy is the first strategy, determining the fog clearing radius corresponding to the character type of the second virtual character indicated by the first strategy as the second preset distance;

[0118] When the preset fog clearing strategy is the second strategy, the fog clearing radius indicated by the second strategy and corresponding to the virtual character belonging to the same camp as the skill-using object using the first skill is determined as the second preset distance.

[0119] As shown in Table 1, it is an example table of the first strategy preset for the character in the interactive method in the game provided by the embodiment of the present disclosure.

[0120] Table 1.

[0121] If the character type of the first virtual character is a physical attack type, the first preset distance is 10 meters, and the fog clearing area is a circular area with a radius of 10 meters centered on the first virtual character; if the character type of the first virtual character is a spell attack type, the first preset distance is 20 meters, and the fog clearing area is a circular area with a radius of 20 meters centered on the first virtual character; if the character type of the first virtual character is an auxiliary type, the first preset distance is 15 meters, and the fog clearing area is a circular area with a radius of 15 meters centered on the first virtual character; if the character type of the first virtual character is a meat shield type, the first preset distance is 5 meters, and the fog clearing area is a circular area with a radius of 5 meters centered on the first virtual character.

[0122] As shown in Table 2, it is an example table of the second strategy for skill presets in the interactive method in the game provided by the embodiment of the present disclosure.

[0123] Table 2.

[0124] If the skill used by the first virtual character is skill 1, the first preset distance is 10 meters, and the fog-clearing area determined according to the position of the first virtual character is a circular area with a radius of 10 meters centered on the first virtual character, and the fog-clearing area determined according to the position of the first virtual character's teammate (such as the second virtual character) is a circular area with a radius of 5 meters centered on the teammate; if the skill used by the first virtual character is skill 2, the first preset distance is 20 meters, and the fog-clearing area determined according to the position of the first virtual character is a circular area with a radius of 20 meters centered on the first virtual character, and the fog-clearing area determined according to the position of the first virtual character's teammate (such as the second virtual character) is a circular area with a radius of 10 meters centered on the teammate.

[0125] As shown in Figure 6, it is a schematic diagram of an example of a fog clearing area in the interactive method in the game provided by an embodiment of the present disclosure. When the user controlling the first virtual character switches to a bird's-eye view for the first skill, the fog clearing area after the fog is cleared will be displayed in the game scene presented in a bird's-eye view. Area 1 shown in Figure 6 is a first area determined by taking the first virtual character as the center and the first preset distance as the radius. Area 2 shown in Figure 6 is a second area determined by taking the second virtual character as the center and the second preset distance as the radius.

[0126] FIG7 is a schematic diagram illustrating an example of selecting a release position for a first skill in an interactive method within a game provided by an embodiment of the present disclosure. The user operating the first avatar can select a first position from the fog-cleared areas (Areas 1 and 2 shown in FIG7 ), either from Area 1 or from Area 2. FIG7 illustrates an example of selecting a first position from Area 2, which is defined by a second preset distance as the radius and centered around the second avatar.

[0127] It should be noted that in the present disclosure, when the terminal controlling the first virtual character displays the game scene from a bird's-eye view, the user operating the first virtual character can still operate the first virtual character to move in the game scene. When the first virtual character moves in the game scene, the corresponding fog clearing area around the first virtual character will be updated accordingly.

[0128] Therefore, the interactive method in the game provided by the embodiment of the present disclosure may further include the following steps:

[0129] In response to a movement operation of the first virtual character, displaying a picture of the movement of the first virtual character, and determining an updated first area according to a position of the first virtual character;

[0130] The fog covering effect corresponding to the updated first area is cleared, the updated first area after the fog is cleared is displayed, and the image of the first area covered by the fog is displayed with a delay.

[0131] In actual application, when the first virtual character moves, the first area can be updated in real time according to the position of the first virtual character during the movement. That is, when the first virtual character moves, the first area also moves with the first virtual character.

[0132] In the present disclosure, the position of a first virtual character during movement can be obtained in real time, and an updated first area can be determined in real time with the position of the first virtual character as the center and a first preset distance as the radius. Subsequently, a fog effect is removed from the updated first area in real time on a terminal controlling the first virtual character, and the updated first area after the fog effect is removed is displayed in real time.

[0133] For example, the movement trajectory of the first virtual character is: position a→position b→position c. When the first virtual character is at position a, the updated first area is an area with position a as a circle and the first preset distance as a radius; when the first virtual character is at position b, the updated first area is an area with position b as a circle and the first preset distance as a radius; when the first virtual character is at position c, the updated first area is an area with position c as a circle and the first preset distance as a radius.

[0134] Similarly, in response to the movement of the second virtual character, the fog clearing area around the second virtual character will be updated accordingly. Therefore, the interactive method in the game provided by the embodiment of the present disclosure may also include the following steps:

[0135] In response to a movement operation of the second virtual character, and according to a position of the second virtual character, determining an updated second area;

[0136] The fog covering effect corresponding to the updated second area is cleared, the updated second area after the fog is cleared is displayed, and the image of the second area covered by the fog is displayed with a delay.

[0137] It should be noted that the update of the second area is similar to the update of the first area and will not be described in detail here.

[0138] In an optional embodiment, when the first virtual character moves from position a to position b, the first area previously determined with position a as the center and the first preset distance as the radius can be given a fog covering effect again.

[0139] In practice, areas with a fog-covered effect cannot be selected as the release location for the first skill. However, if a location within a certain area has already been selected as the release location for the first skill and triggered the release operation before the fog-covered area is re-applied, the first skill can still be successfully released in that area even if the fog-covered area is re-applied. In other words, for a first skill that has already been released, it can be successfully released at that release location regardless of whether the corresponding release location is covered by fog.

[0140] In the present disclosure, when the user controlling the first virtual character releases a skill at a certain position in the fog clearing area after the fog is currently displayed, he may be controlling the first virtual character to move at the same time; or, when the user controlling the first virtual character releases a skill at a certain position in the fog clearing area after the fog is currently displayed, the second virtual character moves in the game scene. This may cause the fog clearing area after the fog is currently displayed to be covered by fog again, which will affect the gaming experience when the user releases the skill.

[0141] Therefore, in order not to affect the release of skills from a bird's-eye view, the present invention can delay the display of the area covered by fog for the area that needs to be re-covered with fog, or can also display the area after the fog is cleared and gradually change to the area covered by fog within a preset time.

[0142] A point selection test may be performed on the first position selected in the present disclosure. If the point selection test passes, the first position may be determined as the release position of the first skill. Therefore, before performing the step of "determining the first position as the release position of the first skill", the interactive method in the game provided by the embodiment of the present disclosure may further include the following steps: detecting whether the first position satisfies a preset position rule, wherein the preset position rule is used to constrain the selected position so that the selected position is a scene position that the virtual character can reach;

[0143] Correspondingly, the step of "determining the first position as the release position of the first skill" can be achieved by the following steps: when the first position meets the preset position rule, determining the first position as the release position of the first skill.

[0144] In a specific embodiment, the preset position rules can be constrained by the following aspects to determine the release position of the first skill: the first aspect is to detect whether the selected position is a position that the virtual character can reach, and the second aspect is whether the selected position is a position where the release of the first skill is prohibited.

[0145] When the selected first position is a position that the virtual character can reach and the selected first position is not a position where the release of the first skill is prohibited, the first position can be determined as the release position of the first skill.

[0146] When the selected first position is a position that the virtual character cannot reach, or the selected first position is a position where the release of the first skill is prohibited, the first position does not meet the preset position rule, that is, the first position cannot pass the point selection detection, and the first position cannot be used as the release position of the first skill. In this case, a prompt message indicating that the point selection failed can be returned to the terminal controlling the first virtual character, which is used to prompt the user operating the first virtual character that the first position cannot be used as the release position of the first skill. In this way, the user operating the first virtual character can reselect the release position of the first skill from the fog clearing area after the fog is cleared, until the selected release position meets the preset position rule, and the release operation of the first skill is triggered for the selected position that meets the preset position rule, and then the first skill is released at the selected position that meets the preset position rule.

[0147] In an optional embodiment, the first skill may include a skill that generates a skill prop at a release position. In this case, the generated skill prop needs to be placed at the release position first. In order to avoid mistakes when the skill prop is placed at the release position, for example, the release position is a position on the wall. Placing the skill prop here may cause the prop to penetrate the wall. Before performing the step of "determining the first position as the release position of the first skill", the interaction method in the game provided by the embodiment of the present disclosure can also perform point detection on the first position in the following manner: perform collision detection on the first position to determine whether the skill prop collides with a virtual object in the game scene when placed at the first position.

[0148] Correspondingly, the step of "determining the first position as the release position of the first skill" can be: when the skill prop is placed at the first position and does not collide with the virtual object in the game scene, the first position is determined as the release position of the first skill.

[0149] Specifically, the above step of "performing a collision detection on the first position to determine whether the skill item collides with a virtual object in the game scene when placed at the first position" can be implemented by the following steps: placing a preset bounding box at the first position and determining whether the preset bounding box collides with a virtual object in the game scene;

[0150] Correspondingly, the step of "determining the first position as the release position of the first skill when the skill prop does not collide with the virtual object in the game scene when placed in the first position" can specifically be: determining the first position as the release position of the first skill when the preset bounding box does not collide with the virtual object in the game scene.

[0151] In the present disclosure, collision detection can be performed at the selected first position to ensure that no prop intersperse occurs when a specified prop is generated at that position. Collision detection is a technical method for calculating the physical interaction between two or more artificial intelligence entities.

[0152] Typically, the steps for collision detection are as follows:

[0153] First, get the object to be detected for collision (also called a collider) and its physical properties, such as shape, size, and material;

[0154] Second, a bounding box is calculated for each object. A bounding box is a simplified representation of three-dimensional space that is used to quickly detect potential collisions between objects.

[0155] Finally, if the bounding boxes of the two objects intersect, we further check whether their actual shapes intersect to determine whether a collision has occurred.

[0156] The bounding box algorithm is an algorithm for finding the optimal bounding space for a set of discrete points. It uses a slightly larger geometric object with simpler properties (called a bounding box) to approximate complex geometric objects. The bounding box can be an axis-aligned rectangular bounding box (AABB), a sphere, or an oriented bounding box (OBB). This disclosure does not specifically limit the bounding box algorithm.

[0157] After obtaining the collision result of the collision detection, it can be evaluated whether the currently selected first position is suitable for placing the skill prop based on the collision result.

[0158] If the skill item does not collide with virtual objects around the first position after being placed, the first position may be determined as the release position of the first skill to generate the skill item at the first position.

[0159] If placing a skill item will cause the skill item to interweave with virtual objects around the first position, the first position is determined to be unsuitable for placing the skill item, and an error message is returned to the user, so that the user can reselect the release position of the first skill, so that placing the skill item at the selected release position of the first skill will not cause the item to interweave.

[0160] In addition, if the first skill generates a skill item at the release position, the release operation for the first skill in step S204 may further include an item direction selection operation for the skill item. Accordingly, the step of "releasing the first skill at the release position" may include the following steps:

[0161] Generate a skill item at the release position, and control the skill item to release the first skill in the direction selected by the item direction selection operation.

[0162] In the present disclosure, the prop direction selection operation can be triggered by one or more of a control, a mouse, a keyboard, voice, and a sliding gesture. For example, if the first position meets the preset position rules and the skill prop is placed in the first position without causing props to be interspersed, the user operating the first virtual character can hold down the left mouse button and then move the mouse to select the direction when the prop is released. Thereafter, release the left mouse button to release the skill.

[0163] In actual applications, there are a large number of scene models in the game scene. In this disclosure, in order to reduce the performance consumption caused by rendering the scene model from a bird's-eye view, some scene models can be selected from the game scene. The selected some scene models are scene models that can be presented in the game scene from a bird's-eye view.

[0164] Therefore, the step of "displaying the game scene from a bird's-eye view" can be specifically implemented by the following steps:

[0165] According to a preset scene display strategy, a first scene model that can be displayed in a game scene displayed in a bird's-eye view is determined from scene models in the game scene; and the first scene model is displayed in the game scene in a bird's-eye view.

[0166] The preset scene display strategy in the present disclosure can be implemented by classifying or adding tags to the scene models in the game scene, and using tags to identify whether each scene model in the game scene is the first scene model in the game scene that can be displayed from a bird's-eye view.

[0167] In practical applications, the "Sublevel" function in the game engine can be used to classify or label scene models in the game scene. Sublevel can be used to classify scene models. In the present disclosure, based on the classification labels under the Sublevel and pre-agreed rules, some scene models that cannot be displayed in a bird's-eye view can be eliminated, thereby selecting the first scene model that can be displayed in a bird's-eye view.

[0168] Currently, virtual games typically define a displayed floor by a certain height range. That is, if a building structure falls within this range, it is classified as that floor and displayed on the screen. However, because game scenes may contain multiple scene models of different heights, existing designs can only simply define an overall height range. This can lead to scene models displayed on the same floor having large height differences. In this case, it may not be consistent with cognition, for example, a building on a lower floor may appear taller than a building on a higher floor.

[0169] As shown in Figure 8, it is a schematic diagram of an example of a scene model displayed in the related art provided in the interactive method in the game provided by the embodiment of the present disclosure. In Figure 8, the first virtual character 20 is located on the scene model 21. The scene model 21 is a scene model belonging to the 1F (first floor) and can be climbed by the virtual character. It can be seen that when the first virtual character 20 climbs onto the scene model 21, the first virtual character 21 is still on the first floor. However, in the visual presentation, the height of the first virtual character is higher than the scene model of the 2F (second floor), which will create the illusion that the first virtual character is on a higher floor than the second floor.

[0170] In this case, the disclosed embodiment abandons the previous method of dividing by height range and directly uses the floor information of the scene model to define the floor. It can be understood that the floor information of the scene model refers to the floor information assigned to the scene model when the scene model is created during the development stage.

[0171] In an optional implementation, the step of "displaying the game scene from a bird's-eye view" can be implemented by the following steps:

[0172] Get the floor display mode corresponding to the first skill;

[0173] The game scene is displayed from a bird's-eye view according to the floor display mode.

[0174] In a specific embodiment, a corresponding floor display mode can be pre-set for each skill that can be switched to a top-down perspective. The floor display mode can be used to indicate whether the corresponding skill can be switched to a different floor. Specifically, the floor display mode can include a single-floor display mode and a multi-floor display mode. When the first skill is in the single-floor display mode, it indicates that the first skill can only be used on the current floor. When the first skill is in the multi-floor display mode, it indicates that the first skill can be used on multiple floors.

[0175] The current floor refers to the floor where the first virtual character performing the first skill is currently located. In actual applications, when the first virtual character is standing on a scene model, the floor corresponding to the scene model where the first virtual character's feet are currently standing can be used as the current floor; when the first virtual character is in a jumping state, the floor corresponding to the scene model directly below the first virtual character's feet can be used as the current floor.

[0176] Based on this, the game scene can be displayed from a bird's-eye view according to the floor display mode of the first skill. Specifically, when the floor display mode is a single-layer display mode, the game scene containing only a single-layer scene model is displayed from a bird's-eye view. When the floor display mode is a multi-layer display mode, the game scene containing multiple layers of scene models is displayed from a bird's-eye view.

[0177] In an optional embodiment, when the floor display mode corresponding to the first skill is a single-layer display mode, the step of "displaying the game scene in a bird's-eye view according to the floor display mode" may include:

[0178] Obtaining the first floor where the first virtual character is located in the game scene;

[0179] Determine a second scene model belonging to the first floor from the scene model of the game scene;

[0180] The second scene model is displayed in the game scene from a top-down perspective.

[0181] When the floor display mode corresponding to the first skill is a multi-layer display mode, the step of "displaying the game scene from a bird's-eye view according to the floor display mode" may include:

[0182] Obtaining the first floor where the first virtual character is located in the game scene;

[0183] Determine, from the scene models of the game scene, a second scene model belonging to the first floor, and a third scene model belonging to a floor lower than the first floor;

[0184] The second scene model and the third scene model are displayed in the game scene from a top-down perspective.

[0185] The first floor that the first virtual character is on in the game scene is the floor corresponding to the first scene model directly below the feet of the first virtual character. When the display mode of each floor corresponding to the first skill is a single-layer display mode, the second scene model belonging to the first floor is displayed in the game scene from a bird's-eye view. When the display mode of each floor corresponding to the first skill is a multi-layer display mode, when the game scene is displayed from a bird's-eye view, the displayed multiple floors can include the current floor and the floors below the current floor. Therefore, the second scene model belonging to the first floor and the third scene model whose floor is lower than the first floor can be displayed in the game scene from a bird's-eye view.

[0186] It should be noted that, when the display mode of each floor corresponding to the first skill is a multi-layer display mode, when the first virtual character is on the lowest floor, since there is no floor lower than the lowest floor, although the display mode of each floor corresponding to the first skill is a multi-layer display mode, only a single floor (the lowest floor) will be displayed in the game scene presented from a bird's-eye view; when the floor where the first virtual character is located is not the lowest floor, multiple layers will always be displayed in the game scene presented from a bird's-eye view.

[0187] Therefore, the step of "displaying the second scene model and the third scene model in the game scene from a bird's-eye view" is essentially: when there is a third scene model, display the second scene model and the third scene model in the game scene from a bird's-eye view; when there is no third scene model, display the second scene model in the game scene from a bird's-eye view.

[0188] In the present disclosure, in a top-down perspective, the game screen presented in the top-down perspective can be changed by moving the perspective. Therefore, the interactive method in the game provided by the embodiment of the present disclosure can also include the following steps:

[0189] When the game scene is displayed from a bird's-eye view, in response to a view movement operation, the game scene displayed from the bird's-eye view is moved according to the movement method indicated by the view movement operation, and the movement method includes at least one of the following: a first movement method for enlarging or reducing the game scene, a second movement method for rotating the game scene, and a third movement method for adjusting the bird's-eye view angle of the game scene.

[0190] This disclosure specifically provides the following methods for triggering the view movement operation:

[0191] Method 1: In response to a trigger operation on a view movement control, the view movement operation is triggered without changing the position and orientation of the first virtual character.

[0192] Method 2: when the virtual camera is aimed at the first virtual character to shoot and display the game scene from a bird's-eye view, a perspective movement operation is triggered in response to a movement operation on the first virtual character; or

[0193] Method three: When a virtual camera is aimed at the release position to shoot and display the game scene from a bird's-eye view, a perspective movement operation is triggered in response to a movement operation directed to the release position.

[0194] Among them, when the perspective movement operation is triggered by method one, the position and orientation of the first virtual character do not change. The perspective movement control is used to control the virtual camera lens to zoom in and out, thereby achieving zooming in or out of the game scene. The perspective movement control is used to control the scene map to rotate, thereby achieving rotation of the game scene. The perspective movement control is used to control the current bird's-eye view angle to be adjusted. For example, if the current bird's-eye view angle is 45°, the bird's-eye view angle can be adjusted to 30° or 60° through the perspective movement control.

[0195] Method 2 essentially involves controlling the movement of the first virtual character to trigger a perspective shift. It's important to note that this movement includes changing both the first virtual character's position and orientation. In this scenario, the virtual camera remains focused on the first virtual character, displaying the game scene from a bird's-eye view. In other words, in Method 2, the first virtual character is the center of the screen, and moving the first virtual character changes the game scene from a bird's-eye view.

[0196] In the first and second methods, the movement of the perspective in the bird's-eye view is always within the range of the floor where the current avatar is located, and cannot exceed the floor where the current avatar is located to display across floors.

[0197] In method three, the virtual camera is aimed at the release position to shoot to display the game scene from a bird's-eye view. That is, the release position in method three is the center of the screen. By moving the release position, the effect of changing the game screen presented from a bird's-eye view can be achieved. In method three, it is similar to a non-collision drone moving in scene 1 without a fog-covering effect. The drone can reach any position in scene 1, that is, the virtual camera can be aimed at any position in the scene area without a fog-covering effect to shoot, and the floor displayed from a bird's-eye view can be changed. For example, if the currently displayed floor is the 1st floor, the scene model of the 2nd or 3rd floor can be displayed from a bird's-eye view through method three.

[0198] The following describes a method for displaying an enemy virtual character that belongs to a different camp than the first virtual character from a top-down perspective in an interactive method in a game provided by an embodiment of the present disclosure:

[0199] For enemy virtual characters in an area with a fog-covered effect, regardless of whether the enemy virtual character is in the field of view of a second virtual character belonging to the same camp as the first virtual character, the enemy virtual character will never be displayed in the game scene displayed from a top-down perspective.

[0200] In the present disclosure, a third virtual character in a different camp from the first virtual character is in a third area with a fog covering effect. When the third virtual character exists in the field of view of the second virtual character, the third virtual character may not be displayed in the game scene displayed from a bird's-eye view.

[0201] In the case that the third virtual character does not exist in the field of view of the second virtual character, the third virtual character is also not displayed in the game scene displayed in the top-down perspective.

[0202] For enemy avatars in a fog-cleared area after the fog has cleared without the fog covering effect, the display method varies in different situations. For a fourth avatar in a different faction than the first avatar in a fog-cleared area after the fog has cleared, the following are the displays of the fourth avatar in various situations:

[0203] Case 1: When the fourth virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the fourth virtual character is displayed in the game scene displayed in a top-down perspective.

[0204] Case 2: When the fourth virtual character does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a trigger operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, the fourth virtual character is displayed in the game scene displayed in a top-down perspective.

[0205] In this disclosure, the presence of a fourth virtual character in the field of view of a first virtual character can be understood as meaning that, in the direction the first virtual character is facing, the fourth virtual character is not obstructed by any scene model and is completely visible in the field of view of the first virtual character, and the fourth virtual character is "seen" by the first virtual character. Similarly, the presence of a fourth virtual character in the field of view of a second virtual character can be understood as meaning that, in the direction the second virtual character is facing, the fourth virtual character is not obstructed by any scene model and is completely visible in the field of view of the second virtual character.

[0206] For a fourth virtual character in a different faction than the first virtual character, located in a fog-cleared area after the fog has cleared, if the fourth virtual character is within the field of view of either the first or second virtual character, the fourth virtual character may be displayed in the game scene displayed from a bird's-eye view. Similarly, if the fourth virtual character is within the field of view of either the first or second virtual character, and if the fourth virtual character is marked as a visible character by the user operating the first or second virtual character, the fourth virtual character may be displayed in the game scene displayed from a bird's-eye view.

[0207] It should be noted that in a virtual game, a virtual character can mark an enemy virtual character as visible. The marking operation can be released through the corresponding skill or through the control. The marking operation can be triggered during the game or during the game loading process after the team is completed. This disclosure does not limit this.

[0208] When a virtual character is marked as visible, the virtual character marked as visible becomes visible to the virtual character that marked it, and the terminal that controls the virtual character marked as visible will display the current location of the virtual character marked as visible and the current game behavior in progress. In addition, for virtual characters belonging to the same camp as the virtual character marked as visible, the virtual character marked as visible will also become visible.

[0209] In a specific embodiment, in a game screen that presents a game scene from a non-top-down perspective, virtual characters that are obscured by the scene model can be displayed through wall tracing in the game screen. For example, when the game screen is displayed from a first-person perspective, virtual characters that are not in the first virtual character's field of view can be displayed through wall tracing.

[0210] In practice, wall tracing means that when a player sees another player through a wall or other obstacle, the outline of the other player's model will be traced, making it easier for the player to clearly identify their presence. This technology makes it easier for players to distinguish between the real world and the virtual world they see. Through wall tracing, players can better track the positions of other players, which helps improve the gaming experience.

[0211] Figure 9 is a schematic diagram illustrating an example of a virtual character being displayed through a wall from a first-person perspective in an interactive method for a game provided by an embodiment of the present disclosure. The first virtual character is in room 22, while an enemy virtual character is outside room 22 and is obscured by a wall. In this case, the enemy virtual character can be displayed on the game screen through the wall.

[0212] In an optional embodiment, displaying the game scene from a bird's-eye view in the present disclosure may include displaying a three-dimensional picture corresponding to the game scene from a bird's-eye view, or displaying a two-dimensional picture corresponding to the game scene from a bird's-eye view; wherein, the virtual characters in the three-dimensional picture and the two-dimensional picture can be displayed in different forms.

[0213] Specifically, in a game scene displayed from a top-down perspective, a virtual character that can be displayed is highlighted in a three-dimensional screen by outlining the character model; in a game scene displayed from a top-down perspective, a virtual character that can be displayed is highlighted in a two-dimensional screen by highlighting the character identifier.

[0214] In a three-dimensional image displaying the game scene from a bird's-eye view, all virtual characters can be highlighted by tracing their corresponding character models. In a specific embodiment, after tracing the character models of the virtual characters, a halo effect can be added to the outer edges of the stroked virtual characters. The halo effect can have a color, and the halo effect added to different characters can have different colors. For example, a red halo effect can be added around virtual character 1, a green halo effect can be added around virtual character 2, and a blue halo effect can be added around virtual character 3. In this way, when the three-dimensional image displaying the game scene from a bird's-eye view allows players to more clearly observe game information in the complex environment.

[0215] In a two-dimensional screen corresponding to a game scene displayed from a top-down perspective, all virtual characters may be displayed in the two-dimensional screen in the form of character identifiers, wherein the character identifiers may be character portraits, character names, character strings, etc. This disclosure does not specifically limit this.

[0216] As shown in Figure 10, it is a schematic diagram of an example of a two-dimensional screen corresponding to a game scene displayed from a bird's-eye view in the interactive method in the game provided by an embodiment of the present disclosure. It can be seen that in the two-dimensional screen, a two-dimensional plane map of the game scene is displayed, and the first virtual character and the second virtual character are both displayed in the form of avatars.

[0217] The following describes a method for displaying props from a top-down perspective in an interactive method in a game provided by an embodiment of the present disclosure:

[0218] The props displayed in the top-down perspective in the present disclosure can generally be props placed in the game scene, for example, a virtual mine placed at position 1 by virtual character 1, a virtual eye placed at position 2 by virtual character 2 for viewing the field of view at position 2, and a virtual trap placed at position 3 by virtual character 3.

[0219] In a specific embodiment, the props placed by teammates can always be visible. Therefore, the first prop placed by a second virtual character in the same team as the first virtual character in the game scene is displayed in the 3D image. In addition, the prop identifier of the first prop placed by the second virtual character in the game scene can also be displayed in the 2D image.

[0220] When the game scene is displayed from a bird's-eye view, the props placed by the enemy virtual character in the game scene are displayed in different ways under different circumstances.

[0221] Specifically, when a second prop placed by a virtual character in a different camp from the first virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the second prop is displayed in the three-dimensional image.

[0222] When the second prop does not exist in the fields of view of the first virtual character and the second virtual character, the second prop is displayed in the three-dimensional picture in response to a trigger operation in which the second prop is marked as a visible prop by the user operating the second virtual character.

[0223] Similar to how a virtual character can use a skill to mark an enemy virtual character as visible, in a virtual game, a virtual character can also mark items placed by an enemy virtual character as visible. When an item is marked as visible, it becomes visible to the marking virtual character. The terminal controlling the marking virtual character will display the current location of the marked item. Furthermore, the marked item will also become visible to virtual characters in the same faction as the marking virtual character.

[0224] In addition, in a virtual game, a virtual character can also mark a certain game location in the game scene as visible. For the virtual character that marks the game and virtual characters that belong to the same camp as the virtual character that marks the game, the marked visible game location will become visible.

[0225] It is understandable that when releasing skills, the skills usually have corresponding skill effects.

[0226] In one possible implementation, when the game scene is displayed from a bird's-eye view, all skills that can be released from a bird's-eye view can display corresponding skill effects.

[0227] In another possible implementation, skill effects that have gameplay significance can be selected to be displayed from a top-down perspective.

[0228] Therefore, the interactive method in the game provided by the embodiment of the present disclosure may further include the following steps:

[0229] Based on the release operation, check whether the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective;

[0230] If the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective, the skill special effect corresponding to the first skill released at the release position is displayed in the game scene displayed in a top-down perspective.

[0231] Specifically, a special effect display flag bit can be set for skills that can be released from a bird's-eye view, and the special effect display flag bit is used to indicate whether the corresponding skill special effect will be displayed when the corresponding skill is released from a bird's-eye view. Among them, the flag bit is a Boolean value, usually 0 or 1 to represent two states, such as true / false, on / off, etc. In the embodiment of the present disclosure, for each skill that can be released from a bird's-eye view, a special effect display flag bit can be used to indicate whether the special effect should be displayed from a bird's-eye view. For example, a special effect display flag bit set to 1 can indicate that the corresponding skill special effect will be displayed from a bird's-eye view, and a special effect display flag bit set to 0 can indicate that the corresponding skill special effect will not be displayed from a bird's-eye view.

[0232] By setting the special effects display mark, you can easily and efficiently control the display of the skill special effects corresponding to the skills released from a top-down perspective.

[0233] Therefore, the interactive method in the game provided by the embodiment of the present disclosure may specifically include the following steps:

[0234] Obtain the skill display flag corresponding to the first skill. The skill display flag is used to indicate whether the corresponding skill special effect is displayed when the corresponding skill is released in a top-down perspective.

[0235] If the skill display indicator corresponding to the first skill indicates that the corresponding skill special effect will be displayed when the first skill is released from a top-down perspective, then according to the release operation of the first skill, the first skill will be released from a top-down perspective and the skill special effect of the first skill will be displayed;

[0236] When the skill display identifier corresponding to the first skill indicates that the corresponding skill special effect is not displayed when the first skill is released from a top-down perspective, only the first skill is released from a top-down perspective according to the release operation of the first skill.

[0237] In an optional implementation, the skills released from a top-down perspective may have different special effect display modes for different terminals. Therefore, the in-game interaction method provided by the embodiment of the present disclosure may further include the following steps:

[0238] According to the release operation, obtain the special effect display mode of the first skill;

[0239] Control each control terminal to display a special effect screen of releasing the first skill at the release position according to the special effect display mode.

[0240] Among them, the special effects display mode includes any one of the following: the special effects screen is displayed on the control terminal of the first virtual character, the special effects screen is displayed on the control terminal of the virtual character in the camp where the first virtual character is located, the special effects screen is displayed on the control terminal of the virtual character belonging to a different camp from the first virtual character, and the special effects screen is displayed on the control terminal of the virtual character belonging to the same game session as the first virtual character.

[0241] It should be noted that the virtual characters belonging to the same game session as the first virtual character include virtual characters belonging to the same camp as the first virtual character and virtual characters belonging to different camps as the first virtual character.

[0242] When the special effects screen of the same skill is displayed on the control terminal of a virtual character that belongs to the same game session as the first virtual character, the special effects screen displayed on the control terminal of the virtual character that belongs to the same camp as the first virtual character may be the same as or different from the special effects screen displayed on the control terminal of a virtual character that belongs to a different camp than the first virtual character. This disclosure does not specifically limit this.

[0243] Corresponding to the in-game interaction method provided in the first embodiment of the present disclosure, the second embodiment of the present disclosure further provides an in-game interaction device. As shown in FIG11 , the in-game interaction device 1100 includes:

[0244] The first display unit 1101 is configured to display at least a portion of the game scene and a first virtual character in the game scene;

[0245] The second display unit 1102 is configured to display the game scene from a top-down perspective in response to a triggering operation for the first skill;

[0246] A determining unit 1103 is configured to, in response to a selection operation on a first position of the game scene displayed from a top-down perspective, determine the first position as a release position for a first skill;

[0247] The third display unit 1104 is configured to release the first skill at a release position in response to a release operation on the first skill.

[0248] Optionally, the game scene has a fog covering effect, and the interactive device in the game may further include a clearing unit, which is configured to perform: determining a fog clearing area for the first virtual character based on a triggering operation for the first skill, and clearing the fog covering effect corresponding to the fog clearing area.

[0249] Optionally, the first position is a position in the fog clearing area after the fog covering effect is cleared.

[0250] Optionally, the clearing unit is configured to execute: determining a first area with the first virtual character as the center and a first preset distance as the radius; and determining the first area as the fog clearing area.

[0251] Optionally, the game scene displayed from a top-down perspective also includes a second virtual character in the same camp as the first virtual character; the clearing unit is further configured to execute: determining a second area with the second virtual character as the center and a second preset distance as the radius; and determining the second area as a fog clearing area.

[0252] Optionally, the interactive device 1100 in the game also includes a fourth display unit, which is configured to perform: in response to the movement operation of the first virtual character, display the picture of the movement of the first virtual character, and determine the updated first area according to the position of the first virtual character; clear the fog covering effect corresponding to the updated first area, display the updated first area after the fog is cleared, and delay the display of the picture of the first area covered by the fog.

[0253] Optionally, the clearing unit is further configured to determine the first preset distance in the following manner: determine a preset fog clearing strategy corresponding to the first skill, the preset fog clearing strategy including a first strategy preset for the character and a second strategy preset for the skill; when the preset fog clearing strategy is the first strategy, the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy is determined as the first preset distance; when the preset fog clearing strategy is the second strategy, the fog clearing radius corresponding to the skill-using object using the first skill indicated by the second strategy is determined as the first preset distance.

[0254] Optionally, the interactive device 1100 in the game also includes a detection unit, which is configured to execute: detecting whether the first position meets the preset position rules, the preset position rules are used to constrain the selected position so that the selected position is a scene position reachable by the virtual character; the determination unit 1103 is configured to execute: when the first position meets the preset position rules, determining the first position as the release position of the first skill.

[0255] Optionally, when the first skill includes generating a skill prop at the release position, the detection unit is further used to: perform collision detection on the first position to determine whether the skill prop collides with a virtual object in the game scene when placed at the first position; the determination unit 1103 is configured to execute: when the skill prop does not collide with a virtual object in the game scene when placed at the first position, determine the first position as the release position of the first skill.

[0256] Optionally, the detection unit is configured to execute: placing the preset bounding box at a first position, and determining whether the preset bounding box collides with a virtual object in the game scene; the determination unit 1104 is configured to execute: when the preset bounding box does not collide with the virtual object in the game scene, determining the first position as the release position of the first skill.

[0257] Optionally, the release operation for the first skill includes a prop direction selection operation for the skill prop, and the third display unit 1105 is configured to execute: generating a skill prop at the release position, and controlling the skill prop to release the first skill in the direction selected by the prop direction selection operation.

[0258] Optionally, the second display unit 1102 is configured to execute: according to a preset scene display strategy, determine a first scene model that can be displayed in the game scene displayed in a bird's-eye view from the scene models in the game scene; and display the first scene model in the game scene in a bird's-eye view.

[0259] Optionally, the interactive device 1100 in the game also includes a moving unit, which is configured to perform: when the game scene is displayed from a bird's-eye view, in response to a perspective movement operation, the game scene displayed from the bird's-eye view is moved in a moving manner indicated by the perspective movement operation, and the moving manner includes at least one of the following: a first moving manner for enlarging or reducing the game scene, a second moving manner for rotating the game scene, and a third moving manner for adjusting the bird's-eye view angle of the game scene.

[0260] Optionally, the moving unit is configured to perform: in response to a trigger operation on the perspective movement control, triggering a perspective movement operation when the position and orientation of the first virtual character do not change; or in response to a movement operation on the first virtual character when the virtual camera is aimed at the first virtual character to shoot a game scene from a bird's-eye view; or in response to a movement operation on the release position when the virtual camera is aimed at the release position to shoot a game scene from a bird's-eye view.

[0261] Optionally, the second display unit 1102 is configured to execute: obtaining a floor display mode corresponding to the first skill; and displaying the game scene from a bird's-eye view according to the floor display mode.

[0262] Optionally, the floor display mode includes a single-layer display mode, and the second display unit 1102 is configured to execute: obtaining the first floor where the first virtual character is located in the game scene; determining the second scene model belonging to the first floor from the scene model of the game scene; and displaying the second scene model in the game scene from a bird's-eye view.

[0263] Optionally, the floor display mode includes a multi-layer display mode, and the second display unit 1102 is configured to execute: obtaining the first floor where the first virtual character is located in the game scene; determining the second scene model belonging to the first floor, and the third scene model whose floor is lower than the first floor from the scene model of the game scene; and displaying the second scene model and the third scene model in the game scene from a bird's-eye view.

[0264] Optionally, a fourth virtual character that is in a different camp from the first virtual character is in a fog-cleared area after the fog covering effect is cleared, and the fourth display unit is further configured to execute: when the fourth virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the fourth virtual character is displayed in a game scene displayed in a top-down perspective.

[0265] Optionally, the fourth display unit is further configured to perform: when the fourth virtual character does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a trigger operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, displaying the fourth virtual character in the game scene displayed with a top-down perspective.

[0266] Optionally, the game scene displayed from a bird's-eye view includes a three-dimensional picture corresponding to the game scene displayed from a bird's-eye view, or a two-dimensional picture corresponding to the game scene displayed from a bird's-eye view; the third display unit 1104 is further configured to execute: the virtual characters displayable in the game scene displayed from a bird's-eye view are highlighted in the three-dimensional picture by tracing the character models; the virtual characters displayable in the game scene displayed from a bird's-eye view are highlighted in the two-dimensional picture by highlighting the character identification.

[0267] Optionally, the third display unit 1104 is further configured to: display in the three-dimensional image a first prop placed in the game scene by a second virtual character in the same camp as the first virtual character.

[0268] Optionally, the third display unit 1104 is further configured to display the second prop in the three-dimensional screen when there is a second prop placed by a virtual character in a different camp from the first virtual character in the field of view of the first virtual character or the field of view of the second virtual character.

[0269] Optionally, the third display unit 1104 is further configured to perform: when the second prop does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a triggering operation in which the second prop is marked as a visible prop by the user operating the second virtual character, displaying the second prop in the three-dimensional screen.

[0270] Optionally, the third display unit 1104 is further configured to execute: according to the release operation, obtain a special effects display mode of the first skill, the special effects display mode including any one of the following: the special effects screen is displayed on the control terminal of the first virtual character, the special effects screen is displayed on the control terminal of the virtual character in the camp where the first virtual character is located, the special effects screen is displayed on the control terminal of the virtual character belonging to a different camp from the first virtual character, and the special effects screen is displayed on the control terminal of the virtual character belonging to the same game session as the first virtual character; and control each control terminal to display the special effects screen of releasing the first skill at the release position according to the special effects display mode.

[0271] Optionally, the third display unit 1104 is further configured to perform: based on the release operation, detecting whether the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective; if the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective, then displaying the skill special effect corresponding to the first skill released at the release position in the game scene displayed in a top-down perspective.

[0272] Corresponding to the in-game interaction method provided in the first embodiment of the present disclosure, the third embodiment of the present disclosure further provides an electronic device for in-game interaction. As shown in Figure 12 , electronic device 1200 includes: a processor 1201; and a memory 1202 for storing a program for the in-game interaction method. After the device is powered on and the program for the in-game interaction method is executed by the processor, the following steps are performed:

[0273] Display at least a portion of a game scene and a first virtual character in the game scene; in response to a trigger operation for a first skill, display the game scene from a bird's-eye view; in response to a selection operation for displaying a first position of the game scene from a bird's-eye view, determine the first position as a release position for the first skill; in response to a release operation for the first skill, release the first skill at the release position.

[0274] In an optional embodiment, based on the aforementioned scheme, the game scene has a fog covering effect, and the following steps can also be performed: according to the triggering operation for the first skill, a fog clearing area is determined for the first virtual character, and the fog covering effect corresponding to the fog clearing area is cleared.

[0275] In an optional embodiment, based on the above solution, the first position is a position in the fog clearing area after the fog covering effect is cleared.

[0276] In an optional embodiment, based on the above scheme, the above-mentioned determination of the fog clearing area for the first virtual character can be achieved by the following steps: determining a first area with the first virtual character as the center and a first preset distance as the radius; determining the first area as the fog clearing area.

[0277] In an optional embodiment, based on the aforementioned scheme, the game scene displayed from a top-down perspective also includes a second virtual character that is in the same camp as the first virtual character; the above-mentioned determination of the fog-clearing area for the first virtual character can be achieved through the following steps: determining a second area with the second virtual character as the center and a second preset distance as the radius; and determining the second area as the fog-clearing area.

[0278] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to the movement operation of the first virtual character, a picture of the movement of the first virtual character is displayed, and the updated first area is determined according to the position of the first virtual character; the fog covering effect corresponding to the updated first area is cleared, the updated first area after the fog is cleared is displayed, and the picture of the first area covered by the fog is delayed.

[0279] In an optional embodiment, based on the aforementioned scheme, the first preset distance is determined in the following manner: determining a preset fog clearing strategy corresponding to the first skill, the preset fog clearing strategy including a first strategy preset for the character and a second strategy preset for the skill; when the preset fog clearing strategy is the first strategy, the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy is determined as the first preset distance; when the preset fog clearing strategy is the second strategy, the fog clearing radius corresponding to the skill-using object using the first skill indicated by the second strategy is determined as the first preset distance.

[0280] In an optional embodiment, based on the aforementioned scheme, before determining the first position as the release position of the first skill, the following steps may also be performed: detecting whether the first position satisfies a preset position rule, the preset position rule being used to constrain the selected position so that the selected position is a scene position reachable by the virtual character; the above-mentioned determination of the first position as the release position of the first skill may be achieved by the following steps: determining the first position as the release position of the first skill when the first position satisfies the preset position rule.

[0281] In an optional embodiment, based on the aforementioned scheme, when the first skill includes generating a skill prop at the release position, before determining the first position as the release position of the first skill, the following steps can also be performed: performing collision detection on the first position to determine whether the skill prop collides with the virtual object in the game scene when placed at the first position; the above-mentioned determination of the first position as the release position of the first skill can be achieved by the following steps: when the skill prop does not collide with the virtual object in the game scene when placed at the first position, determining the first position as the release position of the first skill.

[0282] In an optional embodiment, based on the aforementioned scheme, the above-mentioned collision detection on the first position and the judgment of whether the skill prop collides with the virtual object in the game scene when placed at the first position can be achieved through the following steps: placing a preset bounding box at the first position and judging whether the preset bounding box collides with the virtual object in the game scene; the above-mentioned determination of the first position as the release position of the first skill when the skill prop does not collide with the virtual object in the game scene when placed at the first position can be achieved through the following steps: determining the first position as the release position of the first skill when the preset bounding box does not collide with the virtual object in the game scene.

[0283] In an optional embodiment, based on the aforementioned scheme, the above-mentioned release operation for the first skill includes a prop direction selection operation for the skill prop, and the release of the first skill at the release position can be achieved through the following steps: generating a skill prop at the release position, and controlling the skill prop to release the first skill in the direction selected by the prop direction selection operation.

[0284] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the game scene from a bird's-eye view can be achieved by the following steps: according to a preset scene display strategy, determine the first scene model that can be displayed in the game scene displayed from a bird's-eye view from the scene models in the game scene; and display the first scene model in the game scene from a bird's-eye view.

[0285] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when the game scene is displayed from a bird's-eye view, in response to a perspective movement operation, the game scene displayed from the bird's-eye view is moved in a movement manner indicated by the perspective movement operation, and the movement manner includes at least one of the following: a first movement manner for enlarging or reducing the game scene, a second movement manner for rotating the game scene, and a third movement manner for adjusting the bird's-eye view angle of the game scene.

[0286] In an optional embodiment, based on the aforementioned scheme, the perspective movement operation is triggered in the following manner: in response to a trigger operation on the perspective movement control, the perspective movement operation is triggered when the position and orientation of the first virtual character do not change; or when the virtual camera is aimed at the first virtual character to shoot to display the game scene from a bird's-eye view, the perspective movement operation is triggered in response to a movement operation on the first virtual character; or when the virtual camera is aimed at the release position to shoot to display the game scene from a bird's-eye view, the perspective movement operation is triggered in response to a movement operation on the release position.

[0287] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the game scene from a bird's-eye view can be achieved through the following steps: obtaining the floor display mode corresponding to the first skill; and displaying the game scene from a bird's-eye view according to the floor display mode.

[0288] In an optional embodiment, based on the aforementioned scheme, the floor display mode includes a single-layer display mode. The above-mentioned display of the game scene from a bird's-eye view according to the floor display mode can be achieved by the following steps: obtaining the first floor where the first virtual character is located in the game scene; determining the second scene model belonging to the first floor from the scene model of the game scene; and displaying the second scene model in the game scene from a bird's-eye view.

[0289] In an optional embodiment, based on the aforementioned scheme, the floor display mode includes a multi-layer display mode. The above-mentioned display of the game scene from a bird's-eye view according to the floor display mode can be achieved by the following steps: obtaining the first floor where the first virtual character is located in the game scene; determining the second scene model belonging to the first floor and the third scene model whose floor is lower than the first floor from the scene model of the game scene; and displaying the second scene model and the third scene model in the game scene from a bird's-eye view.

[0290] In an optional embodiment, based on the aforementioned scheme, a third virtual character that is in a different camp from the first virtual character is in a third area with a fog covering effect. When the third virtual character exists in the field of vision of the second virtual character, the third virtual character is not displayed in the game scene displayed from a top-down perspective.

[0291] In an optional embodiment, based on the aforementioned scheme, a fourth virtual character in a different camp from the first virtual character is in a fog-cleared area after the fog covering effect is cleared, and the following steps can also be performed: when the fourth virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the fourth virtual character is displayed in a game scene displayed in a top-down perspective.

[0292] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when there is no fourth virtual character in the field of view of the first virtual character and the field of view of the second virtual character, in response to a triggering operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, the fourth virtual character is displayed in the game scene displayed in a top-down perspective.

[0293] In an optional embodiment, based on the aforementioned scheme, the game scene displayed in a bird's-eye view includes a three-dimensional picture corresponding to the game scene displayed in a bird's-eye view, or a two-dimensional picture corresponding to the game scene displayed in a bird's-eye view; the following steps can also be performed: the virtual characters that can be displayed in the game scene displayed in a bird's-eye view are highlighted in the three-dimensional picture by tracing the character model; the virtual characters that can be displayed in the game scene displayed in a bird's-eye view are highlighted in the two-dimensional picture by highlighting the character identification.

[0294] In an optional implementation, based on the above solution, the following steps may be further performed: displaying a first prop placed in the game scene by a second virtual character in the same camp as the first virtual character in a three-dimensional image.

[0295] In an optional embodiment, based on the above-mentioned scheme, the following steps can also be performed: when there is a second prop placed by a virtual character in a different camp from the first virtual character in the field of view of the first virtual character or the field of view of the second virtual character, the second prop is displayed in the three-dimensional screen.

[0296] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when the second prop does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a triggering operation in which the second prop is marked as a visible prop by the user operating the second virtual character, the second prop is displayed in the three-dimensional screen.

[0297] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: according to the release operation, a special effects display mode of the first skill is obtained, the special effects display mode including any one of the following: the special effects screen is displayed on the control terminal of the first virtual character, the special effects screen is displayed on the control terminal of the virtual character in the camp where the first virtual character is located, the special effects screen is displayed on the control terminal of the virtual character belonging to a different camp from the first virtual character, and the special effects screen is displayed on the control terminal of the virtual character belonging to the same game session as the first virtual character; each control terminal is controlled to display the special effects screen of releasing the first skill at the release position according to the special effects display mode.

[0298] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: according to the release operation, detecting whether the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective; if the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective, then displaying the skill special effect corresponding to the first skill released at the release position in the game scene displayed in a top-down perspective.

[0299] In the above steps, skills can be released from a bird's-eye view, which improves the playability of the virtual game and thus enhances the user's gaming experience.

[0300] Corresponding to the in-game interaction method provided in the first embodiment of the present disclosure, the fourth embodiment of the present disclosure provides a computer-readable storage medium storing a program for the in-game interaction method, which is executed by a processor to perform the following steps:

[0301] Display at least a portion of a game scene and a first virtual character in the game scene; in response to a trigger operation for a first skill, display the game scene from a bird's-eye view; in response to a selection operation for displaying a first position of the game scene from a bird's-eye view, determine the first position as a release position for the first skill; in response to a release operation for the first skill, release the first skill at the release position.

[0302] In an optional embodiment, based on the aforementioned scheme, the game scene has a fog covering effect, and the following steps can also be performed: according to the triggering operation for the first skill, a fog clearing area is determined for the first virtual character, and the fog covering effect corresponding to the fog clearing area is cleared.

[0303] In an optional embodiment, based on the above solution, the first position is a position in the fog clearing area after the fog covering effect is cleared.

[0304] In an optional embodiment, based on the above scheme, the above-mentioned determination of the fog clearing area for the first virtual character can be achieved by the following steps: determining a first area with the first virtual character as the center and a first preset distance as the radius; determining the first area as the fog clearing area.

[0305] In an optional embodiment, based on the aforementioned scheme, the game scene displayed from a top-down perspective also includes a second virtual character that is in the same camp as the first virtual character; the above-mentioned determination of the fog-clearing area for the first virtual character can be achieved through the following steps: determining a second area with the second virtual character as the center and a second preset distance as the radius; and determining the second area as the fog-clearing area.

[0306] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to the movement operation of the first virtual character, a picture of the movement of the first virtual character is displayed, and the updated first area is determined according to the position of the first virtual character; the fog covering effect corresponding to the updated first area is cleared, the updated first area after the fog is cleared is displayed, and the picture of the first area covered by the fog is delayed.

[0307] In an optional embodiment, based on the aforementioned scheme, the first preset distance is determined in the following manner: determining a preset fog clearing strategy corresponding to the first skill, the preset fog clearing strategy including a first strategy preset for the character and a second strategy preset for the skill; when the preset fog clearing strategy is the first strategy, the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy is determined as the first preset distance; when the preset fog clearing strategy is the second strategy, the fog clearing radius corresponding to the skill-using object using the first skill indicated by the second strategy is determined as the first preset distance.

[0308] In an optional embodiment, based on the aforementioned scheme, before determining the first position as the release position of the first skill, the following steps may also be performed: detecting whether the first position satisfies a preset position rule, the preset position rule being used to constrain the selected position so that the selected position is a scene position reachable by the virtual character; the above-mentioned determination of the first position as the release position of the first skill may be achieved by the following steps: determining the first position as the release position of the first skill when the first position satisfies the preset position rule.

[0309] In an optional embodiment, based on the aforementioned scheme, when the first skill includes generating a skill prop at the release position, before determining the first position as the release position of the first skill, the following steps can also be performed: performing collision detection on the first position to determine whether the skill prop collides with the virtual object in the game scene when placed at the first position; the above-mentioned determination of the first position as the release position of the first skill can be achieved by the following steps: when the skill prop does not collide with the virtual object in the game scene when placed at the first position, determining the first position as the release position of the first skill.

[0310] In an optional embodiment, based on the aforementioned scheme, the above-mentioned collision detection on the first position and the judgment of whether the skill prop collides with the virtual object in the game scene when placed at the first position can be achieved through the following steps: placing a preset bounding box at the first position and judging whether the preset bounding box collides with the virtual object in the game scene; the above-mentioned determination of the first position as the release position of the first skill when the skill prop does not collide with the virtual object in the game scene when placed at the first position can be achieved through the following steps: determining the first position as the release position of the first skill when the preset bounding box does not collide with the virtual object in the game scene.

[0311] In an optional embodiment, based on the aforementioned scheme, the above-mentioned release operation for the first skill includes a prop direction selection operation for the skill prop, and the release of the first skill at the release position can be achieved through the following steps: generating a skill prop at the release position, and controlling the skill prop to release the first skill in the direction selected by the prop direction selection operation.

[0312] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the game scene from a bird's-eye view can be achieved by the following steps: according to a preset scene display strategy, determine the first scene model that can be displayed in the game scene displayed from a bird's-eye view from the scene models in the game scene; and display the first scene model in the game scene from a bird's-eye view.

[0313] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when the game scene is displayed from a bird's-eye view, in response to a perspective movement operation, the game scene displayed from the bird's-eye view is moved in a movement manner indicated by the perspective movement operation, and the movement manner includes at least one of the following: a first movement manner for enlarging or reducing the game scene, a second movement manner for rotating the game scene, and a third movement manner for adjusting the bird's-eye view angle of the game scene.

[0314] In an optional embodiment, based on the aforementioned scheme, the perspective movement operation is triggered in the following manner: in response to a trigger operation on the perspective movement control, the perspective movement operation is triggered when the position and orientation of the first virtual character do not change; or when the virtual camera is aimed at the first virtual character to shoot to display the game scene from a bird's-eye view, the perspective movement operation is triggered in response to a movement operation on the first virtual character; or when the virtual camera is aimed at the release position to shoot to display the game scene from a bird's-eye view, the perspective movement operation is triggered in response to a movement operation on the release position.

[0315] In an optional embodiment, based on the aforementioned scheme, the above-mentioned display of the game scene from a bird's-eye view can be achieved through the following steps: obtaining the floor display mode corresponding to the first skill; and displaying the game scene from a bird's-eye view according to the floor display mode.

[0316] In an optional embodiment, based on the aforementioned scheme, the floor display mode includes a single-layer display mode. The above-mentioned display of the game scene from a bird's-eye view according to the floor display mode can be achieved by the following steps: obtaining the first floor where the first virtual character is located in the game scene; determining the second scene model belonging to the first floor from the scene model of the game scene; and displaying the second scene model in the game scene from a bird's-eye view.

[0317] In an optional embodiment, based on the aforementioned scheme, the floor display mode includes a multi-layer display mode. The above-mentioned display of the game scene from a bird's-eye view according to the floor display mode can be achieved by the following steps: obtaining the first floor where the first virtual character is located in the game scene; determining the second scene model belonging to the first floor and the third scene model whose floor is lower than the first floor from the scene model of the game scene; and displaying the second scene model and the third scene model in the game scene from a bird's-eye view.

[0318] In an optional embodiment, based on the aforementioned scheme, a third virtual character that is in a different camp from the first virtual character is in a third area with a fog covering effect. When the third virtual character exists in the field of vision of the second virtual character, the third virtual character is not displayed in the game scene displayed from a top-down perspective.

[0319] In an optional embodiment, based on the aforementioned scheme, a fourth virtual character in a different camp from the first virtual character is in a fog-cleared area after the fog covering effect is cleared, and the following steps can also be performed: when the fourth virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the fourth virtual character is displayed in a game scene displayed in a top-down perspective.

[0320] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when there is no fourth virtual character in the field of view of the first virtual character and the field of view of the second virtual character, in response to a triggering operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, the fourth virtual character is displayed in the game scene displayed in a top-down perspective.

[0321] In an optional embodiment, based on the aforementioned scheme, the game scene displayed in a bird's-eye view includes a three-dimensional picture corresponding to the game scene displayed in a bird's-eye view, or a two-dimensional picture corresponding to the game scene displayed in a bird's-eye view; the following steps can also be performed: the virtual characters that can be displayed in the game scene displayed in a bird's-eye view are highlighted in the three-dimensional picture by tracing the character model; the virtual characters that can be displayed in the game scene displayed in a bird's-eye view are highlighted in the two-dimensional picture by highlighting the character identification.

[0322] In an optional implementation, based on the above solution, the following steps may be further performed: displaying a first prop placed in the game scene by a second virtual character in the same camp as the first virtual character in a three-dimensional image.

[0323] In an optional embodiment, based on the above-mentioned scheme, the following steps can also be performed: when there is a second prop placed by a virtual character in a different camp from the first virtual character in the field of view of the first virtual character or the field of view of the second virtual character, the second prop is displayed in the three-dimensional screen.

[0324] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when the second prop does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a triggering operation in which the second prop is marked as a visible prop by the user operating the second virtual character, the second prop is displayed in the three-dimensional screen.

[0325] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: according to the release operation, a special effects display mode of the first skill is obtained, the special effects display mode including any one of the following: the special effects screen is displayed on the control terminal of the first virtual character, the special effects screen is displayed on the control terminal of the virtual character in the camp where the first virtual character is located, the special effects screen is displayed on the control terminal of the virtual character belonging to a different camp from the first virtual character, and the special effects screen is displayed on the control terminal of the virtual character belonging to the same game session as the first virtual character; each control terminal is controlled to display the special effects screen of releasing the first skill at the release position according to the special effects display mode.

[0326] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: according to the release operation, detecting whether the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective; if the skill special effect of the first skill is a special effect that can be displayed in a top-down perspective, then displaying the skill special effect corresponding to the first skill released at the release position in the game scene displayed in a top-down perspective.

[0327] In the above steps, skills can be released from a bird's-eye view, which improves the playability of the virtual game and thus enhances the user's gaming experience.

[0328] It should be noted that for the detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of the present disclosure, reference can be made to the relevant description of the first embodiment of the present disclosure, and no further details will be given here.

[0329] Although the present disclosure is disclosed as above in terms of preferred embodiments, it is not intended to limit the present disclosure. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the scope of protection of the present disclosure shall be based on the scope defined by the claims of the present disclosure.

[0330] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0331] Memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. Memory is an example of a computer-readable medium.

[0332] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) of other types, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage media, or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0333] 2. Those skilled in the art will appreciate that embodiments of the present disclosure may be provided as methods, systems, or computer program products. Thus, the present disclosure may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present disclosure may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to magnetic disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0334] Although the present disclosure is disclosed as above in terms of preferred embodiments, it is not intended to limit the present disclosure. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the scope of protection of the present disclosure shall be based on the scope defined by the claims of the present disclosure.

Claims

1. An interaction method in a game, the method comprising: Displaying at least a part of the game scene and a first virtual character in the game scene; In response to a trigger operation for a first skill, displaying the game scene from a top-down perspective; In response to a selection operation for a first position in the game scene displayed from the top-down perspective, determining the first position as the release position of the first skill; In response to a release operation for the first skill, releasing the first skill at the release position.

2. The method according to claim 1, wherein, The game scene has a fog coverage effect, and the method further comprises: According to the trigger operation for the first skill, determining a fog clearing area for the first virtual character, and clearing the fog coverage effect corresponding to the fog clearing area.

3. The method according to claim 2, wherein, The first position is a position in the fog clearing area after clearing the fog coverage effect.

4. The method according to claim 2, wherein The determining the fog clearing area for the first virtual character includes: Determining a first area with the first virtual character as the center and a first preset distance as the radius; Determining the first area as the fog clearing area.

5. The method according to claim 2, wherein The game scene displayed from the top-down perspective further includes a second virtual character in the same camp as the first virtual character; The determining the fog clearing area for the first virtual character includes: Determining a second area with the second virtual character as the center and a second preset distance as the radius; Determining the second area as the fog clearing area.

6. The method according to claim 4, wherein The method further comprises: In response to a movement operation of the first virtual character, displaying a picture of the movement of the first virtual character, and determining an updated first area according to the position where the first virtual character is located; Clearing the fog coverage effect corresponding to the updated first area, displaying the updated first area after clearing the fog, and delaying the display of the picture of the first area being covered by the fog.

7. The method according to claim 4, wherein The first preset distance is determined by the following method: Determining the preset fog clearing strategy corresponding to the first skill, the preset fog clearing strategy including one of a first strategy preset for the character and a second strategy preset for the skill; When the preset fog clearing strategy is the first strategy, determining the fog clearing radius corresponding to the character type of the first virtual character indicated by the first strategy as the first preset distance; When the preset fog clearing strategy is the second strategy, determining the fog clearing radius corresponding to the skill usage object using the first skill indicated by the second strategy as the first preset distance.

8. The method according to claim 1, wherein Before determining the first position as the release position of the first skill, the method further comprises: Detecting whether the first position meets a preset position rule, the preset position rule being used to constrain the selected position so that the selected position is a scene position reachable by the virtual character; The determining the first position as the release position of the first skill includes: When the first position meets the preset position rule, determining the first position as the release position of the first skill.

9. The method according to claim 1, wherein When the first skill includes generating a skill item at the release position, before determining the first position as the release position of the first skill, the method further includes: Performing a collision detection on the first position to determine whether the skill item collides with virtual objects in the game scene when placed at the first position; The determining the first position as the release position of the first skill includes: When the skill item does not collide with virtual objects in the game scene when placed at the first position, determining the first position as the release position of the first skill.

10. The method according to claim 9, wherein The performing a collision detection on the first position to determine whether the skill item collides with virtual objects in the game scene when placed at the first position includes: Placing a preset bounding box at the first position and determining whether the preset bounding box collides with virtual objects in the game scene; The when the skill item does not collide with virtual objects in the game scene when placed at the first position, determining the first position as the release position of the first skill includes: When the preset bounding box does not collide with virtual objects in the game scene, determining the first position as the release position of the first skill.

11. The method according to claim 9, wherein, The release operation for the first skill includes a prop orientation selection operation for the skill item, and releasing the first skill at the release position includes: Generating the skill item at the release position and controlling the skill item to release the first skill in the orientation selected by the prop orientation selection operation.

12. The method according to claim 1, wherein, The displaying the game scene from a top-down perspective includes: Determining, according to a preset scene display strategy, a first scene model that can be displayed in the game scene displayed from a top-down perspective from the scene models in the game scene; Displaying the first scene model in the game scene from a top-down perspective.

13. The method according to claim 1, wherein, The method further includes: When the game scene is displayed from a top-down perspective, in response to a perspective movement operation, moving the game scene displayed in the top-down perspective in the movement manner indicated by the perspective movement operation, where the movement manner includes at least one of the following: a first movement manner of magnifying or reducing the game scene, a second movement manner of rotating the game scene, and a third movement manner of adjusting the top-down angle of the game scene.

14. The method according to claim 13, wherein, The perspective movement operation is triggered in the following manner: In response to a triggering operation on a perspective movement control, triggering the perspective movement operation when the position and orientation of the first virtual character do not change; Or When the virtual camera is aligned with the first virtual character for shooting to display the game scene from a top-down perspective, triggering the perspective movement operation in response to a movement operation on the first virtual character; Or When the virtual camera is aligned with the release position for shooting to display the game scene from a top-down perspective, triggering the perspective movement operation in response to a movement operation on the release position.

15. The method according to claim 1, wherein, Displaying the game scene from a top-down perspective, including: Obtaining the floor display mode corresponding to the first skill; Displaying the game scene from a top-down perspective according to the floor display mode.

16. The method according to claim 15, wherein, The floor display mode includes a single-floor display mode. Displaying the game scene from a top-down perspective according to the floor display mode includes: Obtaining the first floor where the first virtual character is located in the game scene; Determining a second scene model belonging to the first floor from the scene model of the game scene; Displaying the second scene model in the game scene from a top-down perspective.

17. The method according to claim 15, wherein, The floor display mode includes a multi-floor display mode. Displaying the game scene from a top-down perspective according to the floor display mode includes: Obtaining the first floor where the first virtual character is located in the game scene; Determining a second scene model belonging to the first floor and a third scene model whose floor is lower than the first floor from the scene model of the game scene; Displaying the second scene model and the third scene model in the game scene from a top-down perspective.

18. The method according to claim 5, wherein A third virtual character in a different camp from the first virtual character is in a third area with a fog coverage effect. When the third virtual character exists in the field of view of the second virtual character, the third virtual character is not displayed in the game scene displayed from a top-down perspective.

19. The method according to claim 5, wherein A fourth virtual character in a different camp from the first virtual character is in the fog clearance area after the fog coverage effect is cleared. The method further includes: When the fourth virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the fourth virtual character is displayed in the game scene displayed from a top-down perspective.

20. The method according to claim 19, wherein The method further includes: When the fourth virtual character does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a trigger operation in which the fourth virtual character is marked as a visible character by the user operating the second virtual character, the fourth virtual character is displayed in the game scene displayed from a top-down perspective.

21. The method according to claim 1, wherein, The game scene displayed from a top-down perspective includes a three-dimensional picture corresponding to the game scene displayed from a top-down perspective, or a two-dimensional picture corresponding to the game scene displayed from a top-down perspective; the method further includes: Virtual characters that can be displayed in the game scene displayed from a top-down perspective are highlighted in the three-dimensional picture in a display manner after stroke processing of the character model; Virtual characters that can be displayed in the game scene displayed from a top-down perspective have their character identifiers highlighted in the two-dimensional picture.

22. The method according to claim 21, wherein, The method further includes: Displaying a first item placed by a second virtual character in the same camp as the first virtual character in the game scene in the three-dimensional picture.

23. The method according to claim 22, wherein, The method further includes: When a second item placed by a virtual character in a different camp from the first virtual character exists in the field of view of the first virtual character or the field of view of the second virtual character, the second item is displayed in the three-dimensional picture.

24. The method according to claim 23, wherein, The method further includes: In the case where the second item does not exist in the field of view of the first virtual character and the field of view of the second virtual character, in response to a trigger operation in which the user operating the second virtual character marks the second item as a visible item, the second item is displayed in the three-dimensional screen.

25. The method according to claim 1, wherein The method further includes: According to the release operation, obtaining a special effect display mode of the first skill, where the special effect display mode includes any one of the following: the special effect screen is displayed on the control terminal of the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in the same camp as the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in a different camp from the first virtual character, the special effect screen is displayed on the control terminals of the virtual characters in the same game session as the first virtual character; Controlling each control terminal to display the special effect screen of releasing the first skill at the release position according to the special effect display mode.

26. The method according to claim 1, wherein, The method further includes: According to the release operation, detecting whether the skill special effect of the first skill is a special effect that can be displayed in a top-down view; If the skill special effect of the first skill is a special effect that can be displayed in a top-down view, then display the skill special effect corresponding to releasing the first skill at the release position in the game scene displayed in a top-down view.

27. An interaction device in a game, the device includes: A first display unit configured to display at least part of a game scene and a first virtual character in the game scene; A second display unit configured to display the game scene in a top-down view in response to a trigger operation for a first skill; A determination unit configured to determine the first position as the release position of the first skill in response to a selection operation for the first position of the game scene displayed in a top-down view; A third display unit configured to release the first skill at the release position in response to a release operation for the first skill.

28. An electronic device, including: A processor; And A memory for storing a data processing program, after the electronic device is powered on and runs the program through the processor, it executes the method according to any one of claims 1-26.

29. A computer-readable storage medium storing a data processing program, the program is run by a processor, and executes the method according to any one of claims 1-26.

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